NetworkingPeer.ServerCleanInstantiateAndDestroy C# (CSharp) Method

ServerCleanInstantiateAndDestroy() private method

Removes an instantiation event from the server's cache. Needs id and actorNr of player who instantiated.
private ServerCleanInstantiateAndDestroy ( int instantiateId, int creatorId, bool isRuntimeInstantiated ) : void
instantiateId int
creatorId int
isRuntimeInstantiated bool
return void
    private void ServerCleanInstantiateAndDestroy(int instantiateId, int creatorId, bool isRuntimeInstantiated)
    {
        Hashtable removeFilter = new Hashtable();
        removeFilter[(byte)7] = instantiateId;

        RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.RemoveFromRoomCache, TargetActors = new int[] { creatorId } };
        this.OpRaiseEvent(PunEvent.Instantiation, removeFilter, true, options);
        //this.OpRaiseEvent(PunEvent.Instantiation, removeFilter, true, 0, new int[] { actorNr }, EventCaching.RemoveFromRoomCache);

        Hashtable evData = new Hashtable();
        evData[(byte)0] = instantiateId;
        options = null;
        if (!isRuntimeInstantiated)
        {
            // if the view got loaded with the scene, the EvDestroy must be cached (there is no Instantiate-msg which we can remove)
            // reason: joining players will load the obj and have to destroy it (too)
            options = new RaiseEventOptions();
            options.CachingOption = EventCaching.AddToRoomCacheGlobal;
            Debug.Log("Destroying GO as global. ID: " + instantiateId);
        }
        this.OpRaiseEvent(PunEvent.Destroy, evData, true, options);
    }
NetworkingPeer